You can do it yourself
Download the DX SDK and run PIX. Attach it to an app, allow it to play, find a frame where the shader is "on show" and then right click and do "Debug pixel". It will show you every DX object/context associated with the pixel, including the shader (at which point it can offer the code if available, or disassembly for it)
Can't remember exactly what you need to do to get it to allow Debug pixel (might be explicitly telling it to debug shaders) but it shouldn't be too difficult. The program may also prevent you from doing this on an app without an accessible PDB - I'm fairly certain it shouldn't, since it's a perf. analyser not a full blown debugger, but sure, I may be eating crow if it doesn't
In principle though (and not meaning to be condescending or rude) - it makes perfect sense that the shader can be nabbed irrespective of its on-disk storage. In exactly the same you could (theoretically) nab the disassembly/instructions of an x86 binary from memory if you knew where it was loaded to - irrespective of how it was packaged (because at
some point the packaging has to present the content as a 'normal' shader/binary to the CPU/GPU or whatever it is).
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